Minecraft to Valorant Sensitivity Converter

Minecraft Java's cubic slider, worked out from the game's own mouse code and matched to a Valorant value for your DPI.

Your setting
Convert to

Change it to switch DPI and keep the same feel.

Set Valorant to 0.735

Valorant setting
0.735
cm/360
22.2 cm
in/360
8.75 in
eDPI
— → 588

The same turn in every game at 800 DPI

GameSettingeDPI
Counter-Strike 22.3391871
Valorant0.735588
Overwatch 27.86240
Apex Legends2.341872
Fortnite9.3%—
Call of Duty (MW3, BO6, Warzone)7.86240
Rainbow Six Siege9—
Rust0.457366
Minecraft (Java Edition)50%—
Deadlock1.17936
Team Fortress 22.3391871
Quake Champions2.3391871

Hip-fire settings with the game's default yaw, as of October 2026. Sources are listed under the tool.

From Minecraft to Valorant

Minecraft’s sensitivity slider shows a percent from 0 to 200, but the turn doesn’t grow evenly along it. Java Edition’s mouse code takes the slider value, scales it to between 0.2 and 0.8, cubes it and multiplies by 8, and the player then turns 0.15° for every unit of that. In short: one mouse count turns 1.2 × (0.6 × slider + 0.2)³ degrees, where the slider runs from 0 to 1. The tool above uses exactly that, so a PvP player at 50% and 800 DPI gets Valorant 0.735 (22.2 cm per turn).

Why the default feels so fast in shooters

At the default 100%, a full turn at 800 DPI takes 7.6 cm of mouse movement, roughly a flick of the wrist. That is about six times as fast as the Valorant 0.35 at 800 DPI this site’s converter opens with (46.7 cm). If you came from building and mining at default settings, the exact conversion will feel extreme in Valorant, and that’s expected. Use it as a starting point and lower it in steps until holding an angle feels steady.

PvP players

A PvP player who wants finer control can lower the slider and raise DPI instead. Both are handled here: enter your DPI on the left, and if you play Valorant at another DPI, put it on the right.

Things the conversion leaves out

  • Spyglass zoom. Looking through the spyglass drops the ×8 in the formula, so zoomed aim is much slower; it doesn’t affect this conversion.
  • Smooth camera (cinematic camera) adds smoothing and makes any conversion meaningless while it’s on.
  • Raw input. Turn on Raw Input in Minecraft’s mouse settings so Windows’ acceleration doesn’t change the turn.

Game values and sources

Each game turns the view by a fixed angle for every count the mouse sends (its yaw). These are the hip-fire values the converter uses, checked as of October 2026. The Source and Quake engines' 0.022 is in code Valve and id Software published, and Minecraft's curve is in its decompiled mouse code; the other publishers don't publish theirs, so those values come from the community tables that aim trainers and converters use.

GameTurn per mouse countSources
Counter-Strike 20.022° at 1Valve Source SDK, KovaaK's table (mirror)
Valorant0.07° at 1csdb.gg, KovaaK's table (mirror)
Overwatch 20.0066° at 1KovaaK's table (mirror), csdb.gg
Apex Legends0.022° at 1KovaaK's table (mirror), csdb.gg
Fortnite0.005555° per 1%KovaaK's table (mirror), csdb.gg
Call of Duty (MW3, BO6, Warzone)0.0066° at 1KovaaK's table (mirror), csdb.gg
Rainbow Six Siege0.005730° per point (0.018 ÷ π) at multiplier unit 0.02KovaaK's table (mirror), Ubisoft
Rust0.1125° at 1KovaaK's table (mirror), csdb.gg
Minecraft (Java Edition)1.2 × (0.6 × setting ÷ 200% + 0.2)³ degreesMinecraft code
Deadlock0.044° at 1KovaaK's table (mirror), skin.club
Team Fortress 20.022° at 1Valve Source SDK
Quake Champions0.022° at 1KovaaK's table (mirror), Quake III source
  • CS2: The same scale as CS:GO: the "sensitivity" setting, at the default m_yaw 0.022.
  • Valorant: Valorant turns 3.18 times as far per count as CS2 at the same number (KovaaK's uses 0.06996, 0.06% apart).
  • Overwatch 2: Hip-fire sensitivity; per-hero and relative aim sensitivity while zoomed are separate settings.
  • Apex: Hip-fire mouse sensitivity, on the same scale as CS2. ADS multipliers are separate.
  • Fortnite: The X-axis sensitivity in percent, as the menu shows it (6.5%, not 0.065). Set Y to the same value for the same feel up and down.
  • Call of Duty: Hip-fire mouse sensitivity; Legacy or Relative only change aiming down sights.
  • Siege: Horizontal mouse sensitivity, a whole number from 1 to 100, scaled by MouseSensitivityMultiplierUnit in GameSettings.ini (default 0.02).
  • Rust: The look sensitivity in Options; aim sensitivity is separate.
  • Minecraft: The slider is not linear: the turn grows with the cube of the setting. Bedrock Edition uses another scale.
  • Deadlock: KovaaK's table and skin.club give 0.044°, twice CS2's turn at the same number; csdb.gg lists 0.022 instead, so check a full turn in game.
  • TF2: Source engine: the same scale as CS2 and Apex.
  • Quake Champions: The same 0.022 yaw as Quake III, Quake Live and Source games.

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